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<div class="textblock">Here are the packages with brief descriptions (if available):</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span><span onclick="javascript:toggleLevel(4);">4</span><span onclick="javascript:toggleLevel(5);">5</span><span onclick="javascript:toggleLevel(6);">6</span><span onclick="javascript:toggleLevel(7);">7</span><span onclick="javascript:toggleLevel(8);">8</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast.html" target="_self">nkast</a></td><td class="desc"></td></tr>
<tr id="row_0_0_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_0_0_" class="arrow" onclick="toggleFolder('0_0_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether.html" target="_self">Aether</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span id="arr_0_0_0_" class="arrow" onclick="toggleFolder('0_0_0_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d.html" target="_self">Physics2D</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_0_"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span id="arr_0_0_0_0_" class="arrow" onclick="toggleFolder('0_0_0_0_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html" target="_self">Collision</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_0_0_" class="even"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_0_0_" class="arrow" onclick="toggleFolder('0_0_0_0_0_')">&#9658;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes.html" target="_self">Shapes</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_0_0_0_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_chain_shape.html" target="_self">ChainShape</a></td><td class="desc">A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions. WARNING: The chain will not collide properly if there are self-intersections </td></tr>
<tr id="row_0_0_0_0_0_1_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_circle_shape.html" target="_self">CircleShape</a></td><td class="desc">A circle shape </td></tr>
<tr id="row_0_0_0_0_0_2_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_edge_shape.html" target="_self">EdgeShape</a></td><td class="desc">A line segment (edge) shape. These can be connected in chains or loops to other edge shapes. The connectivity information is used to ensure correct contact normals </td></tr>
<tr id="row_0_0_0_0_0_3_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_polygon_shape.html" target="_self">PolygonShape</a></td><td class="desc">Represents a simple non-selfintersecting convex polygon. Create a convex hull from the given array of points </td></tr>
<tr id="row_0_0_0_0_0_4_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_mass_data.html" target="_self">MassData</a></td><td class="desc">This holds the mass data computed for a shape </td></tr>
<tr id="row_0_0_0_0_0_5_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_shape.html" target="_self">Shape</a></td><td class="desc">A shape is used for collision detection. You can create a shape however you like. <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes.html">Shapes</a> used for simulation in World are created automatically when a Fixture is created. <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes.html">Shapes</a> may encapsulate a one or more child shapes </td></tr>
<tr id="row_0_0_0_0_1_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_contact_feature.html" target="_self">ContactFeature</a></td><td class="desc">The features that intersect to form the contact point This must be 4 bytes or less </td></tr>
<tr id="row_0_0_0_0_2_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_contact_i_d.html" target="_self">ContactID</a></td><td class="desc">Contact ids to facilitate warm starting </td></tr>
<tr id="row_0_0_0_0_3_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_manifold_point.html" target="_self">ManifoldPoint</a></td><td class="desc">A manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. The local point usage depends on the manifold type: -ShapeType.Circles: the local center of circleB -SeparationFunction.FaceA: the local center of cirlceB or the clip point of polygonB -SeparationFunction.FaceB: the clip point of polygonA This structure is stored across time steps, so we keep it small. Note: the impulses are used for internal caching and may not provide reliable contact forces, especially for high speed collisions </td></tr>
<tr id="row_0_0_0_0_4_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_manifold.html" target="_self">Manifold</a></td><td class="desc">A manifold for two touching convex <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes.html">Shapes</a>. Box2D supports multiple types of contact: </td></tr>
<tr id="row_0_0_0_0_5_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_clip_vertex.html" target="_self">ClipVertex</a></td><td class="desc">Used for computing contact manifolds </td></tr>
<tr id="row_0_0_0_0_6_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_input.html" target="_self">RayCastInput</a></td><td class="desc">Ray-cast input data </td></tr>
<tr id="row_0_0_0_0_7_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_output.html" target="_self">RayCastOutput</a></td><td class="desc">Ray-cast output data </td></tr>
<tr id="row_0_0_0_0_8_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html" target="_self">AABB</a></td><td class="desc">An axis aligned bounding box </td></tr>
<tr id="row_0_0_0_0_9_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_e_p_axis.html" target="_self">EPAxis</a></td><td class="desc">This structure is used to keep track of the best separating axis </td></tr>
<tr id="row_0_0_0_0_10_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_reference_face.html" target="_self">ReferenceFace</a></td><td class="desc">Reference face used for clipping </td></tr>
<tr id="row_0_0_0_0_11_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_proxy.html" target="_self">DistanceProxy</a></td><td class="desc">A distance proxy is used by the GJK algorithm. It encapsulates any shape </td></tr>
<tr id="row_0_0_0_0_12_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_simplex_cache.html" target="_self">SimplexCache</a></td><td class="desc">Used to warm start ComputeDistance. Set count to zero on first call </td></tr>
<tr id="row_0_0_0_0_13_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_input.html" target="_self">DistanceInput</a></td><td class="desc">Input for Distance.ComputeDistance(). You have to option to use the shape radii in the computation </td></tr>
<tr id="row_0_0_0_0_14_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_output.html" target="_self">DistanceOutput</a></td><td class="desc">Output for Distance.ComputeDistance() </td></tr>
<tr id="row_0_0_0_0_15_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_dynamic_tree.html" target="_self">DynamicTree</a></td><td class="desc">A dynamic tree arranges data in a binary tree to accelerate queries such as volume queries and ray casts. Leafs are proxies with an <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html" title="An axis aligned bounding box.">AABB</a>. In the tree we expand the proxy <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html" title="An axis aligned bounding box.">AABB</a> by Settings.b2_fatAABBFactor so that the proxy <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html" title="An axis aligned bounding box.">AABB</a> is bigger than the client object. This allows the client object to move by small amounts without triggering a tree update </td></tr>
<tr id="row_0_0_0_0_16_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_dynamic_tree_broad_phase.html" target="_self">DynamicTreeBroadPhase</a></td><td class="desc">The broad-phase is used for computing pairs and performing volume queries and ray casts. This broad-phase does not persist pairs. Instead, this reports potentially new pairs. It is up to the client to consume the new pairs and to track subsequent overlap </td></tr>
<tr id="row_0_0_0_0_17_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_i_broad_phase.html" target="_self">IBroadPhase</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_0_18_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_t_o_i_input.html" target="_self">TOIInput</a></td><td class="desc">Input parameters for CalculateTimeOfImpact </td></tr>
<tr id="row_0_0_0_0_19_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_t_o_i_output.html" target="_self">TOIOutput</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_" class="even"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span id="arr_0_0_0_1_" class="arrow" onclick="toggleFolder('0_0_0_1_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common.html" target="_self">Common</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_0_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_convex_hull.html" target="_self">ConvexHull</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_1_" class="even"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_1_1_" class="arrow" onclick="toggleFolder('0_0_0_1_1_')">&#9658;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_decomposition.html" target="_self">Decomposition</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_1_0_" style="display:none;"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span id="arr_0_0_0_1_1_0_" class="arrow" onclick="toggleFolder('0_0_0_1_1_0_')">&#9658;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_decomposition_1_1_c_d_t.html" target="_self">CDT</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_1_0_0_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span id="arr_0_0_0_1_1_0_0_" class="arrow" onclick="toggleFolder('0_0_0_1_1_0_0_')">&#9658;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_decomposition_1_1_c_d_t_1_1_delaunay.html" target="_self">Delaunay</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_1_0_0_0_" style="display:none;"><td class="entry"><span style="width:128px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_decomposition_1_1_c_d_t_1_1_delaunay_1_1_sweep.html" target="_self">Sweep</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_1_0_1_" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_decomposition_1_1_c_d_t_1_1_polygon.html" target="_self">Polygon</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_1_0_2_" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_decomposition_1_1_c_d_t_1_1_sets.html" target="_self">Sets</a></td><td class="desc"></td></tr>
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<tr id="row_0_0_0_1_2_0_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_breakable_body.html" target="_self">BreakableBody</a></td><td class="desc">A type of body that supports multiple fixtures that can break apart </td></tr>
<tr id="row_0_0_0_1_2_1_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_controller_filter.html" target="_self">ControllerFilter</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_2_2_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_filter_data.html" target="_self">FilterData</a></td><td class="desc">Contains filter data that can determine whether an object should be processed or not </td></tr>
<tr id="row_0_0_0_1_2_3_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_physics_logic.html" target="_self">PhysicsLogic</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_2_4_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_real_explosion.html" target="_self">RealExplosion</a></td><td class="desc">Creates a realistic explosion based on raycasting. Objects in the open will be affected, but objects behind static bodies will not. A body that is half in cover, half in the open will get half the force applied to the end in the open </td></tr>
<tr id="row_0_0_0_1_2_5_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_simple_explosion.html" target="_self">SimpleExplosion</a></td><td class="desc">Creates a simple explosion that ignores other bodies hiding behind static bodies </td></tr>
<tr id="row_0_0_0_1_3_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_polygon_manipulation.html" target="_self">PolygonManipulation</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_4_"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_1_4_" class="arrow" onclick="toggleFolder('0_0_0_1_4_')">&#9658;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools.html" target="_self">TextureTools</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_4_0_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html" target="_self">Terrain</a></td><td class="desc">Simple class to maintain a terrain. It can keep track </td></tr>
<tr id="row_0_0_0_1_4_1_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_texture_converter.html" target="_self">TextureConverter</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_5_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_complex.html" target="_self">Complex</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_6_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_fixed_array2.html" target="_self">FixedArray2</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_7_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_fixed_array3.html" target="_self">FixedArray3</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_8_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_fixed_array4.html" target="_self">FixedArray4</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_9_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_fixed_array8.html" target="_self">FixedArray8</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_10_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_mat22.html" target="_self">Mat22</a></td><td class="desc">A 2-by-2 matrix. Stored in column-major order </td></tr>
<tr id="row_0_0_0_1_11_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_mat33.html" target="_self">Mat33</a></td><td class="desc">A 3-by-3 matrix. Stored in column-major order </td></tr>
<tr id="row_0_0_0_1_12_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_transform.html" target="_self">Transform</a></td><td class="desc">A transform contains translation and rotation. It is used to represent the position and orientation of rigid frames </td></tr>
<tr id="row_0_0_0_1_13_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_sweep.html" target="_self">Sweep</a></td><td class="desc">This describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin, which may no coincide with the center of mass. However, to support dynamics we must interpolate the center of mass position </td></tr>
<tr id="row_0_0_0_1_14_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_path.html" target="_self">Path</a></td><td class="desc"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_path.html" title="Path: Very similar to Vertices, but this class contains vectors describing control points on a Catmul...">Path</a>: Very similar to <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vertices.html">Vertices</a>, but this class contains vectors describing control points on a Catmull-Rom curve </td></tr>
<tr id="row_0_0_0_1_15_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html" target="_self">Vector2</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_16_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector3.html" target="_self">Vector3</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_17_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vertices.html" target="_self">Vertices</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_2_"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span id="arr_0_0_0_2_" class="arrow" onclick="toggleFolder('0_0_0_2_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_controllers.html" target="_self">Controllers</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_2_0_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_controllers_1_1_abstract_force_controller.html" target="_self">AbstractForceController</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_2_1_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_controllers_1_1_buoyancy_controller.html" target="_self">BuoyancyController</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_2_2_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_controllers_1_1_controller.html" target="_self">Controller</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_2_3_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_controllers_1_1_gravity_controller.html" target="_self">GravityController</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_2_4_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_controllers_1_1_simple_wind_force.html" target="_self">SimpleWindForce</a></td><td class="desc">Reference implementation for forces based on <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_controllers_1_1_abstract_force_controller.html">AbstractForceController</a> It supports all features provided by the base class and illustrates proper usage as an easy to understand example. As a side-effect it is a nice and easy to use wind force for your projects </td></tr>
<tr id="row_0_0_0_2_5_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_controllers_1_1_velocity_limit_controller.html" target="_self">VelocityLimitController</a></td><td class="desc">Put a limit on the linear (translation - the movespeed) and angular (rotation) velocity of bodies added to this controller </td></tr>
<tr id="row_0_0_0_3_" class="even"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span id="arr_0_0_0_3_" class="arrow" onclick="toggleFolder('0_0_0_3_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html" target="_self">Dynamics</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_0_"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_3_0_" class="arrow" onclick="toggleFolder('0_0_0_3_0_')">&#9658;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts.html" target="_self">Contacts</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_0_0_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact_edge.html" target="_self">ContactEdge</a></td><td class="desc">A contact edge is used to connect bodies and contacts together in a contact graph where each body is a node and each contact is an edge. A contact edge belongs to a doubly linked list maintained in each attached body. Each contact has two contact nodes, one for each attached body </td></tr>
<tr id="row_0_0_0_3_0_1_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact.html" target="_self">Contact</a></td><td class="desc">The class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if filtered). Therefore a contact object may exist that has no contact points </td></tr>
<tr id="row_0_0_0_3_0_2_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact_list_head.html" target="_self">ContactListHead</a></td><td class="desc">Head of a circular doubly linked list </td></tr>
<tr id="row_0_0_0_3_0_3_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact_position_constraint.html" target="_self">ContactPositionConstraint</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_0_4_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_velocity_constraint_point.html" target="_self">VelocityConstraintPoint</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_0_5_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact_velocity_constraint.html" target="_self">ContactVelocityConstraint</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_0_6_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact_solver.html" target="_self">ContactSolver</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_1_" class="even"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_3_1_" class="arrow" onclick="toggleFolder('0_0_0_3_1_')">&#9658;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints.html" target="_self">Joints</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_1_0_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_angle_joint.html" target="_self">AngleJoint</a></td><td class="desc">Maintains a fixed angle between two bodies </td></tr>
<tr id="row_0_0_0_3_1_1_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_distance_joint.html" target="_self">DistanceJoint</a></td><td class="desc">A distance joint rains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod </td></tr>
<tr id="row_0_0_0_3_1_2_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_fixed_mouse_joint.html" target="_self">FixedMouseJoint</a></td><td class="desc">A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed </td></tr>
<tr id="row_0_0_0_3_1_3_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_friction_joint.html" target="_self">FrictionJoint</a></td><td class="desc">Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction </td></tr>
<tr id="row_0_0_0_3_1_4_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_gear_joint.html" target="_self">GearJoint</a></td><td class="desc">A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = ant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length </td></tr>
<tr id="row_0_0_0_3_1_5_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_joint_edge.html" target="_self">JointEdge</a></td><td class="desc">A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for each attached body </td></tr>
<tr id="row_0_0_0_3_1_6_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_joint.html" target="_self">Joint</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_1_7_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_motor_joint.html" target="_self">MotorJoint</a></td><td class="desc">A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground </td></tr>
<tr id="row_0_0_0_3_1_8_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_prismatic_joint.html" target="_self">PrismaticJoint</a></td><td class="desc">A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in bodyA. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction </td></tr>
<tr id="row_0_0_0_3_1_9_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_pulley_joint.html" target="_self">PulleyJoint</a></td><td class="desc">The pulley joint is connected to two bodies and two fixed world points. The pulley supports a ratio such that: length1 + ratio * length2 &lt;= constant Yes, the force transmitted is scaled by the ratio </td></tr>
<tr id="row_0_0_0_3_1_10_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_revolute_joint.html" target="_self">RevoluteJoint</a></td><td class="desc">A revolute joint constrains to bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated </td></tr>
<tr id="row_0_0_0_3_1_11_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_rope_joint.html" target="_self">RopeJoint</a></td><td class="desc">A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. It can be used on ropes that are made up of several connected bodies, and if there is a need to support a heavy body. This joint is used for stabiliation of heavy objects on soft constraint joints </td></tr>
<tr id="row_0_0_0_3_1_12_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_weld_joint.html" target="_self">WeldJoint</a></td><td class="desc">A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate </td></tr>
<tr id="row_0_0_0_3_1_13_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_wheel_joint.html" target="_self">WheelJoint</a></td><td class="desc">A wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in bodyA and rotation in the plane. You can use a joint limit to restrict the range of motion and a joint motor to drive the rotation or to model rotational friction. This joint is designed for vehicle suspensions </td></tr>
<tr id="row_0_0_0_3_2_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html" target="_self">Body</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_3_" class="even"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_3_3_" class="arrow" onclick="toggleFolder('0_0_0_3_3_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body_collection.html" target="_self">BodyCollection</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_3_0_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body_collection_1_1_body_enumerator.html" target="_self">BodyEnumerator</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_4_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html" target="_self">ContactManager</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_5_" class="even"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_3_5_" class="arrow" onclick="toggleFolder('0_0_0_3_5_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_controller_collection.html" target="_self">ControllerCollection</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_5_0_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_controller_collection_1_1_controller_enumerator.html" target="_self">ControllerEnumerator</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_6_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html" target="_self">Fixture</a></td><td class="desc">A fixture is used to attach a Shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc </td></tr>
<tr id="row_0_0_0_3_7_" class="even"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_3_7_" class="arrow" onclick="toggleFolder('0_0_0_3_7_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture_collection.html" target="_self">FixtureCollection</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_7_0_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture_collection_1_1_fixture_enumerator.html" target="_self">FixtureEnumerator</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_8_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture_proxy.html" target="_self">FixtureProxy</a></td><td class="desc">This proxy is used internally to connect fixtures to the broad-phase </td></tr>
<tr id="row_0_0_0_3_9_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_island.html" target="_self">Island</a></td><td class="desc">This is an internal class </td></tr>
<tr id="row_0_0_0_3_10_"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span id="arr_0_0_0_3_10_" class="arrow" onclick="toggleFolder('0_0_0_3_10_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joint_collection.html" target="_self">JointCollection</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_10_0_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joint_collection_1_1_joint_enumerator.html" target="_self">JointEnumerator</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_11_" class="even"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_solver_iterations.html" target="_self">SolverIterations</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_12_"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html" target="_self">World</a></td><td class="desc">The world class manages all physics entities, dynamic simulation, and asynchronous queries </td></tr>
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